L L4D2node

CSaveRestoreBlockSet::Save

0x004ac670 · 117 bytes · __thiscall

_ZN20CSaveRestoreBlockSet4SaveEP5ISave

Decompiled

undefined (2 params)

/* CSaveRestoreBlockSet::Save(ISave*) */

void __thiscall CSaveRestoreBlockSet::Save(CSaveRestoreBlockSet *this,ISave *param_1)

{
  int iVar1;
  int *piVar2;
  int iVar3;
  int iVar4;
  int iVar5;
  
  iVar5 = 0;
  iVar3 = (**(code **)(*(int *)param_1 + 0xc))(param_1);
  if (0 < *(int *)(this + 0x30)) {
    do {
      iVar1 = *(int *)(this + 0x40);
      iVar4 = (**(code **)(*(int *)param_1 + 0xc))(param_1);
      *(int *)(iVar1 + iVar5 * 0x28 + 0x24) = iVar4 - iVar3;
      piVar2 = *(int **)(*(int *)(this + 0x24) + iVar5 * 4);
      iVar5 = iVar5 + 1;
      (**(code **)(*piVar2 + 8))(piVar2,param_1);
    } while (iVar5 < *(int *)(this + 0x30));
  }
  iVar5 = (**(code **)(*(int *)param_1 + 0xc))(param_1);
  *(int *)(this + 0x3c) = iVar5 - iVar3;
  return;
}

SourceMod gamedata

paste into addons/sourcemod/gamedata/<your_plugin>.txt
used as the SourceMod key — change to fit your plugin's convention
SourceMod library name (server / engine / matchmaking)

Just a Signatures{} block, ready to drop into a gamedata file. Wire it up in your plugin however you like - SDKCall, DHooks, raw memory ops, or anything else.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)